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97
aiwaz/Aiwaz.Contracts/ICommandUser.cs
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97
aiwaz/Aiwaz.Contracts/ICommandUser.cs
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Aiwaz.Contracts
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{
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public enum CommandFlags : byte
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{
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None = 0x00,
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SubChainStart = 0x01, // Command will start a new command chain (UseShader for example)
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SubChainEnd = 0x02, // Command will end a command chain (Render)
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Unique = 0x04, // Similar commands should not be reduced to one Command
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StartChain = 0x08, // Command will generate a new command chain
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EndChain = 0x10, // Command will end the command chain (RenderGeometry for example)
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FlushChain = 0x20, // Command will end the command chain (RenderGeometry for example)
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}
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public class Command
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct CommandInfoUnion
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{
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[FieldOffset(0)]
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public uint RawValue;
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[FieldOffset(0)]
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public byte Priority;
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[FieldOffset(1)]
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public byte SubPriority;
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[FieldOffset(2)]
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public CommandFlags Flags;
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[FieldOffset(3)]
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public byte Type;
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}
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public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType)
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: this(argOwner, argFlags, argType, 0, 0)
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{
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}
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public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority)
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: this(argOwner, argFlags, argType, argPriority, 0)
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{
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}
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public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority, byte argSubPriority)
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{
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CommandInfo.RawValue = 0;
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Owner = argOwner;
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Flags = argFlags;
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Priority = argPriority;
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SubPriority = argSubPriority;
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Type = argType;
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}
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public CommandInfoUnion CommandInfo;
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public byte Priority { get { return CommandInfo.Priority; } set { CommandInfo.Priority = value; } }
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public byte SubPriority { get { return CommandInfo.SubPriority; } set { CommandInfo.SubPriority = value; } }
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public CommandFlags Flags { get { return CommandInfo.Flags; } set { CommandInfo.Flags = value; } }
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public byte Type { get { return CommandInfo.Type; } set { CommandInfo.Type = value; } }
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public ICommandUser Owner;
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};
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public enum CommandExecuteResult
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{
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None, // Execution done, proceed to the next Command
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RetrySubChain, // Execution should start from a previous "SubChainStart"-flagged Command
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RetrySubChainSkipHead // Equal to the above result but skips the as "SubChainStart"-flagged Command
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};
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public interface ICommandUser
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{
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List<Command> Commands { get; }
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CommandExecuteResult ExecuteCommand(byte argCommandType, ICommandBuffer argCurrentBuffer, int argCurrentPositon);
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void AssignToRenderCommandNode(IRenderCommandNode argNode);
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void UnassignFromRenderCommandNode(IRenderCommandNode argNode);
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// Commands should be applied before all following commands
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bool IsPreconditionForNextCommands { get; set; }
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};
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public interface ICommandBuffer
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{
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void Clear();
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void Perform(bool argUseOptimizedList);
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void Optimize();
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void AddChildCommandBuffer(ICommandBuffer argCommandBuffer);
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void RemoveChildCommandBuffer(ICommandBuffer argCommandBuffer);
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List<Command> BufferedCommands { get; }
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List<ICommandBuffer> ChildCommandBuffers { get; }
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ICommandBuffer ParentBuffer { get; set; }
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};
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}
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